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city decales in shockwave
GodofDeath
post 15 Jul 2009, 1:10
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I noticed that in shockwave (and generals vanilla) a vehicle can run over lamp posts and small city decals and knock them down, but in generals zero hour you can't. how did you fix this?
Also is there a way to make every kind of tree burnable?

I've looked everywhere for an answer and nobody has a clue, and neither do I lol,
I looked in the ini file "civilianprop.ini" and the code for the deaths and everything is there, I just don't understand why its not working.

Thanks for the help.

This post has been edited by GodofDeath: 15 Jul 2009, 2:23
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Pickysaurus
post 15 Jul 2009, 3:10
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I have run down trees and lamposts in vZH.

I don't understand exactly what you mean though


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GodofDeath
post 15 Jul 2009, 3:13
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QUOTE (Pickysaurus @ 14 Jul 2009, 16:10) *
I have run down trees and lamposts in vZH.

I don't understand exactly what you mean though


If you have cnc generals zero hour (no mods installed) and you go into skermish. If you drive a vehicle over a lamp post it will go right through it.
You can run over walls and trees fine, just not the small street decals.

you can run them over in zero hour campaign however. just try it and you'll see what I mean.

And the flame tank can't set all trees on fire.
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Pickysaurus
post 15 Jul 2009, 3:23
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Maybe EA cut some corners?
Or the decals are set as invincible on Worldbuilder?

Also the trees probably don't have a "burnt" model


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GodofDeath
post 15 Jul 2009, 4:29
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If you go into campaign they work fine. and they fixed it in shockwave.
and I went into worldbuilder. on the exact same map, I could do it in shockwave, but not in generals zh
I wish to know how they did it.

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JJ
post 15 Jul 2009, 13:07
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They basically used back the vanilla Generals codes. EA removed the ability for you to crush props for some reason.
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Nidmeister
post 15 Jul 2009, 13:27
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Probably because mappers would spend ages trying to place every last detail into the map, and players would just roll right over it not even taking notice of the details. It kind of annoys me myself when all the small little interesting details to the map are ignored and flattened after I spend ages planning and placing them perfectly.
Or it could cause problems on lower end computers when you have hundreds of units flattening objects all at the same time.

Still, I would rather have a lamp post fall over rather than have a tank going through it.

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CCCD
post 15 Jul 2009, 14:17
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i think for the problem with the trees, just go to http://commandandconquer.filefront.com/fil...y_Fix_Mod;92246


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GodofDeath
post 16 Jul 2009, 0:55
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Thanks for the tree fix. Ill tell some other people about it cuz they were wondering also.
Im trying to make it so the burned tree model last forever, Just the one that are burned.
for example when you burn a forest, the trees all burn up but their skeletal black remains are still there. But I still want a tree that was run over by a vehicle to sink disappear.
Ive found a value for sink rate and I reduced it to zero, but the trees just vanish after a while.

so they used the old codes from vanilla generals? how did they do it? did they copy a file from old generals over or something?
but in Zero hour campaign you can run them over fine. So EA didn't COMPLETLY remove them. Just for skirmish and multilayer.



This post has been edited by GodofDeath: 16 Jul 2009, 4:53
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GodofDeath
post 16 Jul 2009, 6:08
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I fixed it!!!!!!!

Thank you to whoever made the nature improvements mod above, I got this from his readme file.
apparently there is this code called "CLEARED_BY_BUILD" right next to "kindof" in the civilianprop.ini file.
this code causes the prop to no-collide on game start.

here is what you need to do: go into civilianprop.ini press cntrl-F and type in "CLEARED_BY_BUILD", everywhere you find it in the file, delete it.
then you should be set.
only thing is that all the decals wont be cleared from you're building vicinity, but they wont overlap your building. biggrin.gif

ey this ain't over yet you I need help with the burning tree thing.

um can I attach a .rar or .zip with the new file so I can give it to you people?

This post has been edited by GodofDeath: 16 Jul 2009, 7:57
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